Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE3:UTVoice (UT3)

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UT3 Object >> LocalMessage >> UTLocalMessage >> UTVoice

Contents

Package: 
UTGame
Direct subclasses:
UTVoice_Reaper, UTVoice_DefaultFemale, UTVoice_NecrisMale, UTVoice_Robot, UTVoice_Akasha, UTVoice_Bishop, UTVoice_DefaultMale, UTVoice_Krall, UTVoice_Lauren, UTVoice_Othello
This class in other games:
UDK

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Constants

TAUNTINDEXSTART

Value: 0

Index offsets for message groups

WEAPONTAUNTINDEXSTART

Value: 100


ENCOURAGEMENTINDEXSTART

Value: 200


MANDOWNINDEXSTART

Value: 300


FLAGKILLINDEXSTART

Value: 400


ORBKILLINDEXSTART

Value: 500


ACKINDEXSTART

Value: 600


FRIENDLYFIREINDEXSTART

Value: 700


GOTYOURBACKINDEXSTART

Value: 800


NEEDOURFLAGINDEXSTART

Value: 900


SNIPERINDEXINDEXSTART

Value: 1000


LOCATIONUPDATEINDEXSTART

Value: 1100


INPOSITIONINDEXSTART

Value: 1200


ENEMYSTATUSINDEXSTART

Value: 1300


KILLEDVEHICLEINDEXSTART

Value: 1400


ENEMYFLAGCARRIERINDEXSTART

Value: 1500


HOLDINGFLAGINDEXSTART

Value: 1600


AREASECUREINDEXSTART

Value: 1700


UNDERATTACKINDEXSTART

Value: 1800


GOTOURFLAGINDEXSTART

Value: 1900


NODECONSTRUCTEDINDEXSTART

Value: 2000


Properties

AckSounds

Type: array<SoundNodeWave>


AreaSecureSounds

Type: array<SoundNodeWave>


EncouragementSounds

Type: array<SoundNodeWave>


EnemyFlagCarrierHereSound

Type: SoundNodeWave


EnemyFlagCarrierHighSound

Type: SoundNodeWave


EnemyFlagCarrierLowSound

Type: SoundNodeWave


EnemyFlagCarrierSound

Type: SoundNodeWave


EnemyOrbCarrierSound

Type: SoundNodeWave


FlagKillSounds

Type: array<SoundNodeWave>


FriendlyFireSounds

Type: array<SoundNodeWave>


GotOurFlagSound

Type: SoundNodeWave


GotYourBackSounds

Type: array<SoundNodeWave>


HaveFlagSounds

Type: array<SoundNodeWave>


HaveOrbSounds

Type: array<SoundNodeWave>


IncomingSound

Type: SoundNodeWave


InPositionSounds

Type: array<SoundNodeWave>


LocationSpeechOffset

Type: int

Offset into actor specific location speech array

ManDownSounds

Type: array<SoundNodeWave>


MatureTauntSounds

Type: array<SoundNodeWave>


MidfieldSound

Type: SoundNodeWave


NeedOurFlagSounds

Type: array<SoundNodeWave>


OrbKillSounds

Type: array<SoundNodeWave>


SniperSounds

Type: array<SoundNodeWave>


TauntAnimSoundMap

Type: array<TauntAnimSound>

Mapping from taunt animations to sounds to play.

TauntSounds

Type: array<SoundNodeWave>


UnderAttackSounds

Type: array<SoundNodeWave>


WeaponTauntSounds

Type: SoundNodeWave

Array size: 20


Default values

Property Value
AnnouncementDelay 0.75
AnnouncementPriority -1
bShowPortrait True

Structs

TauntAnimSound

The set of taunt sounds that we pick from when a specific taunt animation is played.

name EmoteTag 
Matches the EmoteTag property of the EmoteInfo struct in FamilyInfo.
array<int> TauntSoundIndex 
Indexes into the TauntSounds array.

Static functions

AddAnnouncement

static function bool AddAnnouncement (UTAnnouncer Announcer, int MessageIndex, optional PlayerReplicationInfo PRI, optional Object OptionalObject)

Overrides: UTLocalMessage.AddAnnouncement


AllowVoiceMessage

static function bool AllowVoiceMessage (name MessageType, UTPlayerController PC, PlayerController Recipient)


AnnouncementSound

static function SoundNodeWave AnnouncementSound (int MessageIndex, Object OptionalObject, PlayerController PC)

Overrides: UTLocalMessage.AnnouncementSound


ClientPlayTauntAnim

static function ClientPlayTauntAnim (UTPlayerController PC, PlayerReplicationInfo Sender, name EmoteTag, int Seed)

Used to play a voice taunt that matches a taunt animation.

ClientReceive

static simulated function ClientReceive (PlayerController P, optional int Switch, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)

Overrides: LocalMessage.ClientReceive


EnemySound

static function SoundNodeWave EnemySound (PlayerController PC, Object OptionalObject)


GetAckMessageIndex

static function int GetAckMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetEncouragementMessageIndex

static function int GetEncouragementMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetFlagKillMessageIndex

static function int GetFlagKillMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


GetFriendlyFireMessageIndex

static function int GetFriendlyFireMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetGotYourBackMessageIndex

static function int GetGotYourBackMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetManDownMessageIndex

static function int GetManDownMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


GetMessageIndex

static function int GetMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


GetNeedOurFlagMessageIndex

static function int GetNeedOurFlagMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


GetOrbKillMessageIndex

static function int GetOrbKillMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


GetString

static function string GetString (optional int Switch, optional bool bPRI1HUD, optional PlayerReplicationInfo RelatedPRI_1, optional PlayerReplicationInfo RelatedPRI_2, optional Object OptionalObject)

Overrides: LocalMessage.GetString


GetTauntMessageIndex

static function int GetTauntMessageIndex (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


InitCombatUpdate

static function InitCombatUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


InitSniperUpdate

static function InitSniperUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


InitStatusUpdate

static function InitStatusUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


KilledVehicleSound

static function SoundNodeWave KilledVehicleSound (PlayerController PC, Object OptionalObject)


NodeConstructedSound

static function SoundNodeWave NodeConstructedSound (PlayerController PC, Object OptionalObject)


SendEnemyFlagCarrierHereUpdate

static function SendEnemyFlagCarrierHereUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendEnemyStatusUpdate

static function SendEnemyStatusUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendInPositionMessage

static function SendInPositionMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendKilledVehicleMessage

static function SendKilledVehicleMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendLocalizedMessage

static function SendLocalizedMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, int MessageIndex, optional Object LocationObject)


SendLocationUpdate

static function bool SendLocationUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, UTGame G, Pawn StatusPawn, optional bool bDontSendMidfield)


SendNodeConstructedMessage

static function SendNodeConstructedMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


SendVoiceForTauntAnim

static function SendVoiceForTauntAnim (Controller Sender, name EmoteTag, bool bOnlyTeam)

Used to play a voice taunt that matches a taunt animation.

SendVoiceMessage

static function SendVoiceMessage (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype, class<DamageTypeDamageType)


SetHoldingFlagUpdate

static function SetHoldingFlagUpdate (Controller Sender, PlayerReplicationInfo Recipient, name Messagetype)


ShouldBeRemoved

static function bool ShouldBeRemoved (UTQueuedAnnouncement MyAnnouncement, class<UTLocalMessageNewAnnouncementClass, int NewMessageIndex)

Overrides: UTLocalMessage.ShouldBeRemoved

Kill regular voice messages if doing banter, or if there are too many voice messages in front of them